The reason v1.2 hasn't been made public is because, for some reason, the original mod refuses to update itself. So, Relic is looking into why this is the case, which is why v1.2 hasn't been publicly released.

If anybody has experience with workshop items refusing to update themselves, please contact me, so that we can find a solution.

I guess you can download the mod. If you are planning on playtesting Soviets, it's not worth playing v1.1 anymore, due to Conscript DPS "bug".

Conscripts
Our original changes to Conscript DPS caused an unintended, but significant increase in their DPS around ranges 5-to-15. We are adjusting the values to obtain the intended DPS curve.

- Near range reverted from 10 to 0
- Near accuracy adjusted from 0.7182821 to 0.7572339

Forward Retreat Points (affects all FRPs)
- Penalty changed to +75% reinforcement time per model
- It is now, again, possible to immediately disable the FRP
- 120 second cooldown on re-activating FRP after deactivation remains

Even though I dont agree with them, I understand why so many people opposed against FRP disable cooldown, as in lower ranked games concept of soft-retreat may not be known. Still, even if this feature is getting abandoned I think a +75% cost may be too hefty. This is 3 times bigger penalty than before. Did you try the +50% variant somehow?

Even though I dont agree with them, I understand why so many people opposed against FRP disable cooldown. In lower ranked games concept of soft-retreat may not be known. Still, even if this feature is getting abandoned I think a +75% cost may be too hefty. This is 3 times bigger penalty than before. Did you try the +50% variant somehow?

Btw. Why was manpower penalty abandoned? Increasing time somehow makes no sense to me as the reason why you build FRP is to have your troops constantly on the field. Making you pay more for this is justified as having troops on the frontline at all times is like having more troops than you actually have. But increasing reinforcement time takes away the whole point of building FRP imo.

What about limiting the jadgtiger to 1 per game per player (as the tiger ace), that will fix it for teamgames on which if you manage to spend a lot of resources and effort to kill it, they just insta-call another one because they didnt need to invest the fuel into more units while it was on the field.

This wouldnt affect 1v1 at all, 2v2 a bit (punshing risking jadg) and 3v3 and 4v4 even more.

What about limiting the jadgtiger to 1 per game per player (as the tiger ace), that will fix it for teamgames on which if you manage to spend a lot of resources and effort to kill it, they just insta-call another one because they didnt need to invest the fuel into more units while it was on the field.

Maybe true for the Jagdtiger and OKW, but as far as the Elefant is concerned as Ostheer, most of the time I'm stuck at pop cap more than anything by that point.

Maybe true for the Jagdtiger and OKW, but as far as the Elefant is concerned as Ostheer, most of the time I'm stuck at pop cap more than anything by that point.

Yea, just the jadg, elephant is has worse stats and is easier to handle, plus ost can have a hard time with popcap, but usually if you are sov/usf you need to have a lot of units to kill the jadg and they can simply have a lot to support it due to the overall low popcap, so killing a jadg should really be rewarded and punished

What about limiting the jadgtiger to 1 per game per player (as the tiger ace), that will fix it for teamgames on which if you manage to spend a lot of resources and effort to kill it, they just insta-call another one because they didnt need to invest the fuel into more units while it was on the field

I would love it if there was a 1-superheavy-per-team limit (ISU, Ele, Jagd), or something like a shared pool of heavy tank population. This would not impact 1v1s at all (where the problem doesn't exist anyway).

Or like, entire team gets 15% fuel penalty per KT/IS2/Croc on field and 30% fuel penalty per superheavy. You want 4 KTs? Enjoy your 60% reduced fuel income lulz.

They wouldn't even need to nerf Ele/Jagd then (and could even make ISU great again).

It would be absolutely hilarious listening to people raging at their teammates.

Well, I hoped that FRPs are going to be redesinged, not made pointless. That is why I was for manpower increase. Still, if it can only be global then it makes little sense.

FRP means a shorter retreat time, meaning squads start reinforcing earlier, plus shorter time back to the field. This will likely more than offset the 75% penalty on most maps, especially if you don't need to reinforce 4 or 5 models at once. Not to mention that the time to heal is sometimes greater than the time to reinforce, and is the limiting factor. I still think FRP will save a lot of time in many situations, hardly pointless - just less effective.

FRP means a shorter retreat time, meaning squads start reinforcing earlier, plus shorter time back to the field. This will likely more than offset the 75% penalty on most maps, especially if you don't need to reinforce 4 or 5 models at once. Not to mention that the time to heal is sometimes greater than the time to reinforce, and is the limiting factor. I still think FRP will save a lot of time in many situations, hardly pointless - just less effective.

+1
I also believe it is still quite viable. Just turn the frp off after retreating and then play passively for next 2 mins. The real issue was people w5puld attack, get pinned and then retreat only to turn around and immediately attack elsewhere because they didn't loose many units. This removes the safety net somewhat.

Just to get this straight. You guys adjust OKW panther and Ostheer Panther because they are too spammable. You then increase pop cap, nerf both units hard, and then lower the OKW Panther price which makes the OKW panther more spammable.

Like lol? How is this logical hahahah

That the problem of there all nerfs or buufs, i called its double nerf, its to many changes wihtout reason.

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